Jump to content

quadro7f

Members
  • Posts

    138
  • Joined

  • Last visited

Everything posted by quadro7f

  1. Yes, indeed, I can confirm that it is the "Tarsier Space Tech" mod which causing this. Thank you! ^^
  2. Yes, I have exact the same issue - just nothing happens when I click on big green "Start simulation" button (just some other interface buttons flipping fast during that). KSP 1.1.2, KRASH 0.5.3, and tons of other mods (they are listed in the log, lines 176791-177024) Here is the LOG p.s. I know there are spam from "Trajectories" exceptions and such, but I don't think it's related and I am up to sorting this out anyway ^^
  3. Oh, I am sorry, I didn't know that. Thank you for your time. And I've just FOUND IT! By removing and adding mods, it is clearly "KRnD" or "Kerbal Research & Development" mod of which breaks TweakScale and causes so strange incompatibilities. I hope this info will help in the future ^^
  4. Oh, a mini-mod, I like that, thank you for the idea (and for this awesome mod)! ^^
  5. awww, thank you! I did add that string into SD's "Kerbin.cfg" under the "%Properties" with value "initialRotation = 257.7" (the perfect midnight, according to my tests) and the global clock is now linked with an actual day/nigh at KSC, so the time looks and makes a perfect sense in game now. With all those settings, the Sunrise now starts at 6:00. The official morning time (when you hit that "Warp to next morning" blue button is now exacly at 7:00 (for a 257.7 value), and the sunset is at 18:00. And all this keeps stable ^^
  6. Oh, I don't think that I am using MFT or RealFuels mods. But maybe there are some other mods that could cause this incompability? I just don't know. Here is my full list: And... I just made the exactly of what you did with dat pod and.. I got that bug again ^^ Take a look: Here, I did record a log of that particullar session, so maybe this will help to determine the reason: Log link Btw, your mod is totally awesome, it gives so much flexibility to this game needed, keep it up! ^^
  7. It works 50/50 for me. For example, the fuel tanks seems working fine, while the batteries are always shows the stock amount of electricity after you get your craft to the pad (while its model stays resized tho). The same goes for all engines and SRB's. For example here is some screens: TweakScale Version 2.2.7.1, KSP 1.1.0 1230 (64 bit)
  8. Does anyone know how to make the days and hours to count from a midnight, instead of a midday physical position for the KSC on the Kerbin surface (for the "dayLengthMultiplier = 4" case) ? The SD v0.4.3 and the Kopernicus1.0.1 ones are working great for 1.1 (as I can tell from my tests).
  9. This mod is so awesome in everything and I love it's so smart design. I wanna report on some stange bugs I have here when you combine "M1-A1 Grizzly" wheels and any kind of Wide Flatbeds on top of it (in version 0.2.8, KSP 1.1.0.1172/64Bit, Win7/64 )
  10. Oh, it's awesome to hear that, I am glad these info did help! Btw, do you plan to adapt your awesome mod for an upcoming KSP 1.1 version in some future by chance?
  11. Oh, sure - here it is: Test Craft I used just a standart pre-build by Squad stock "Aeris 4A" for a single crew situation. And when I needed to add more kerbals - I did just change it's command part into "Kerlington Model 35 'Clyde'" from a "SXT - Lack's Stock Extension" mod. And tweaked the front gear to 61% using "TweakScale" mod. then added standart "Cirlular Intake" for a better air flow for an extreme maneuvers. None of other mods were used for the craft itself. And if I load just a single or 2 crew into the last one design - there is no problems with G-Effects. But with 3+ kerbals.. things goes weird I have feeling that maybe it's problem only with my game build, idk.
  12. Aye, this is stange. And even more than that - only the kerbals who are at the most right place is getting "Responce Minimal", which is weird.. kinda unlucky place to sit in, I guess Oh, sure, here is last tests log. I made 2 flight tests in that session, the first one with a single kerbal (with all effects are in place, as expected), and second flight with 4 kerbals but without any (and no effects again). I hope this will help. output_log link And thank you for your most awesome mod, btw, I really like it
  13. I wanna report of some stange bug - I don't see any G-Effects (the black, the reds and a G-loc) after I add more than 3 kerbals in a crew. Yet, for a single and two members everything works perfectly tho. Here is some screens: I have no idea why it's so.. My specs and mods are: All of them works perfectly tho, but maybe some may cause a conflict with G-Effects? or idk
  14. Basically, i think you need a helicopter, something like that: But much bigger in size, with lots of fuel, so you would be able to reach far continents. Or if you gonna use only stock parts, then its better to make VTOL Plane, with additional hover engines which can be switched on/off by action groups, and some big gears (for amortization). So you could land it anywhere. Fuel management and center of mass are critical, during all flight ^^
  15. I am working on them atm, here you can see current status (its just basic diffuse maps, without any spec, diff and any shaders yet): Made according to Kreuzung-chan's blueprints ^^ It's not final, btw - everything could be changed.
  16. I am working very close with Vanguard Technologies and personally with Kreuzung-san, so this is not a problem.
  17. Oh, thank you very much, sir!
  18. Don't panic. I just have to work on some big projects for other games with much bigger audience. And as for this game, as Kreuzung said earlier - i've learned C# and already developed some advanced and unique technologies, for past months, which i hope i could use in practise. 3DS Max is the most professional and superior 3d-soft, atm (along with Zbrush).
  19. Awesome work! I like this braking scheme (semi-deployed mode) of using live kerbals as built-in gear element in the chain (if i get it right)
  20. Almost all those questions asked in the first post were discussed on the Startalk radio. I recommend to people, who is interested in that theme - check it out. It is also very funny Here is 2 parts of it: http://www.startalkradio.net/show/packing-for-mars-part-1/ http://www.startalkradio.net/show/packing-for-mars-part-2/ P.S. My favourite moment then they were talking about radiation protection in first part at 31:58, ha ha ha. It just hilarious
  21. Ha, ha, ha, ha - excellent! That's the spirit we all need! The only issue is big windows in front of the ship. There are a lot of space junk flying at speeds 28500+ km/h (all sizes), and in case of frontal aproach - it could be collision with summ speed around 57000 km/h . This could be very unhappy day for anyone, who sits inside this cabin with cup of coffee =P
  22. Stahl Arc Cruiser by Stahl Arms Corporation UNSC "INFINITY" by John Wallin Liberto The Observer by John Wallin Liberto Starship "MAKO" by John Wallin Liberto The Outposter by Peter Elson
  23. Can't say about X52Pro, but i have the original X52 for pretty long time (7 years or so). And i must say - its pretty awesome joystick, in general. It fits for all types of games from MS Flight Simulator to some arcade ones. It very easy to handle, easly to push buttons and triggers and it's light weight, which is good for long games. But there is 3 problems exist with it: 1) Hall sensors non-linear by default (on the Joystick itself, the X and Y axises); - easy to fix (see below) 2) Throttle sensor gonna glitching with time (Z axis) after 1-2 years of use; - easy to fix (see below) 3) After long time there will be backlash, or free move (or Luft - in german, sorry i dont know how to say that) on the main handle. Especially around "twist" axis, which will make almost impossible to use it anymore. So you'll have to switch to actual pedals (if you have them). The first two problems are not so critical, since you can easy fix it by yourself. I don't know is this problem still with X 52 Pro serie persist, but for X52 - you just need to make this: - Disassemble the base platform of joystick and then just turn around the magnets and then assemble everything back. Thats it! It takes only 1 hour of work and you will get fully linear joystick behaviour, which is awesome =) - To fix Z-axis glitching, just disassemble Throttle base, and then use some WD-40 on it's resistor. This will do the trick =P But the last, third problem you can't fix it so easily, because of the Joystick's constuction itself - its plastic body attached to metal shaft, so that plastic stuff just slowly breaking and loosing its connection by time. But its ok, since everything is aging, and everything is dying. I also have Thrustmaster's Hotas Warthog, but this one is real hardcore - full metal jacket for serious simulators only. You can't use it on every game as X52, because of it's weight and total brutality. So for KSP and 90% of other games - X52Pro is just perfect, but of course it's up to you, what to choose/use =P
  24. Don't want to make anyone to die from panic attack, but it's still not "big enough". Let me show why. According to this official diagram, the whole length of "ISV Venture Star" is exactly 1530 meters: And you see - i made some approximate calculations of radiator section alone (without engine) - and its about 289 meters (+- 5 meters due to angle of measurement). But you can say - "Bull****! This is kerbals, they are much smaller than humans, so screw this!" And you will be right. But if you want to make it as real as it can be for kerbals in kerbalworld, with same proportions as for humans in real world (aka "full-scale experience and fun"), then you will need to take a resize coefficient into account, which is about "0.64" (according to my old calculations - you can find them in my thread, or website, or whatever). So, what is this mean? Very simple - thats means that we just need to get that 289 meters and see how long they gonna be for kerbals. So 289x0.64 = 184,96 meters. Ok, now we have our goal - the approximate length of radiator section. lets see how it is right now in game, according to picture: As you can see - it is Mk1-2 Command Pod there, which officially has 2.5 meter in it's widest part. So we have something to reference at. And as you can see from that picture - i made some very inaccurate calculations (because of perspective and such, but its only for showcase, so its ok, since author of mod can make them much better in actual 3d soft). But anyway - i've got only 50 meters which is only about 2/7 of 184 meters, that must be. So, its need to be a 3,7 times bigger. Just saying
×
×
  • Create New...